Wyndstar
Honestly, not to be a jerk, but that just sounds like a story of them not knowing what they are doing/having a plan balance wise. I am one of the main multiplayer developers/balancers for a fairly popular online game. It is both easier and simpler than it seems I suppose...
I know the game has gone through a lot of revisions, I have been playing it since GC. I just never got invovled on the forums much, as with no multiplayer there was no reason to communicate, but lately at work there is nothing to do but sit and read all day, so I have lots of time to think and post.
Morale buildings, for instance, are still useful in all versions of DL, but with a change in morale penalties for higher populations in DA they were moved out of ever being useful. If you are building them to breed faster, you do better with fertility clinics. If you are building them to raise taxes, you do better with stock markets.It should be fairly strightforward to fix this curve. Take a a few samples from games in early mid and late stages, see what the expected benefit of the different buildings are. Adjust the curve.
To start just make them say 15% more effective (not 15% in game terms, 15% over current level). If that doesn't help do it again. Incremental change is the way to balance competing objects like structures. You
subtley improve the underbuilt ones, and degrade the over built ones until they all have the intended frequency. Big changes are bad cause you reach whole new equilibria environments and ruin all the previous work (which seems like what recently happened here?).
A lot of the things you don't like are the result of Stardock "squishing" our options to "nerf" "exploits"...
..."squishing" down the strategy space has been exactly the problem. They have squished it so far that we are down to just two strategies... No alot of things I don't like come from poorly thought out game design (I mean this is the broadest sense), or perhaps poor implementation of "balancing". Don't get me wrong I do not want to sound all negative, this is a wonderful game, hell if it was not wonderful I would not care what it was like I would just sink the copious hours in takes into somethign else. The production values are excellent, the content is great, the frequency of patches is admirable. The overall concept, while not original is very well executed.
As for the squashing of solutions, that is exactly what should happen. Ideally you want ZERO dominant solutions, or even remotely dominant ones. You want to play to have to make clever tech
choices, building
choices, and ship
tactics based on the situation. Not follow some cookie cutter solution that dominates for 90% of settings. In life there are no ideal solutions in an environment like this, or at least no even remotely computable ones. Its not even good if there are 3 or 4 solutions. To use a starcraft analogy a version where carrier spam and battlecruiser spam work isn't any more "balanced" than a game where just one of them works, spamming anything shouldn't work and is as sign the games abtraction is breaking down.
Ideally to win you should have to use all the all or at least most of the features in the game. Otherwise what is the point of them? I think there is a tendancy for people in games to view these cookie cutter solutions as "strategies". I mean really what is the point even? It would be like playing Halflife with a walkthrough right next to you. Not that I am directing any of this at the players, by all means be should try to find solutions to the game, but the goal of the designers should be that there are none. The only solution what anyone in real life would do making your many decisions better than your opponents. Finding holes in game mechanics is definitely an admirable skill, but repeatedly making use of them isn't strategic, it is the antithesis of strategy. It turns the game into the same difficulty as an MMORPG, and the only way to compensate is to make the AI have insane bonii across the board.
Now you want them to apply yet another "nerf"?? The exact opposite is needed if you want to promote diversity of gameplay.That comment doesn't even make sense...see above...
Mind you, I'm not asking they make the game easier. I already play on the top difficulty level, and honestly I wish there were even higher ones available. But you seem to think that making the game harder increases variety. Over playing this game for a year, I have to disagree. I find that every time they make the game harder, a player's realistic options for victory are reduced.I don't want the game harder in the sense you do. I don't want yet higher AI bonii. It is much easier to balance, more realistic, and players would have a better time, if they had less power/control (they will hate giving it up at first, I can already see you would).
This would allow them to play a challenging game with fewer AI bonuses. In your sense the game would be
easier. Strictly speaking there is no way those highest levels should be beatable if the game was functioning properly. Ideally you would want the AI to have the exact same settings as a human, but given the state of AI currently that is not really possibly. But very few games having settings quite this insane, and it is because the solution maxima are too high. this allows you to beat the game on extremely rediculous settings, but only if you follow fairly strictly determined approach.
Notice that I said my house rules allow me to play two levels lower and still have a challenging game. An Intelligent or Genius AI can actually keep up with me because I have fewer tools for runnign my empire. Moreover if I want 10 ships today, I cannot just materialize them out of thin air, I am just screwed.
Moreover I am not talking about nerfing anything, mainly just two main things I'll summarize again below:
What you are seeing with these planet building strategies (all of one type of production building, 1 farm, nothing else but banks) actually IS the result of planning ahead. I know the problems I'm going to run into, and have developed a strategy that avoids them.This isn't planning it is reading from a script. There are very very few choices involved. Planning in a strategic sence involves makign
choices. This is what I noticed as I kept moving up in difficulty, basically my every move was already decided, what fun is that? So I decided o adopt house rules and go back to the lower levels, rather than going up levels and not being able to make choices.
I agree micromanagement is bad.
However, I disagree with a lot of the rest. Is it realistic that tax rates change near an election? Have you never experienced a change in basic goods/gas prices/interest rates in the weeks and months close to an election, only to quickly change thereafter?Actually no I haven't, there is almsot no evidence this happens in the U.S., and the reaosn it doesn't is that it doesn't work that well. Moreover regardless of whether it works in real life or not it is horrible game design. Anything that encourages players to game th system, and micro thigns is bad.
Is the current voting system exploitable? Very. Should it be changed? I think so. But what happens if you can REALLY only change taxes 1% per turn? One, more people will just use imperial governments and ignore elections.So what were you disagreeing about? As for your second point then you just make the morale penalties a bit lower or the bonuses a bit stronger.
Summary.
Iztok was the first person who really started to convince me that a steady stream of game balance revisions was funneling the game into just a few playstyles. Now this is what we have. I still love this game tremendously. I would still tweak a bunch.I think one way to read this is that they having been quashing maxima and just haven't quite finsihed yet, in which cae they are doing a god job. Hopefully the highest levels will soon be unbeatable, which I think is as it should be. As for focus, try playing without it, I swear the game is more fun. You have a lot less power. If you want something expensive built you have to put it on a high production planet.
There is also a lot less choice. The last thing this game needs is even less choice. It has thrived due to its many options and trying to let players play the game their own way.We agree completely on this, what maks you think I want less choice? A player can have more realistic choices and less power at the same time. Right now for optimum play there is really a single choice.
Anyway I'll try to restate what I said in a more clear fashion.
1: Increase the importance of underused content. Underproduced structures (farms, influence, morale) as well as underused ship components and abilities. This will make the game involve
choices. Without choices you have all the strategy of performing a piece of music, yes you need to know how to do it, but if you know how than there is nothing to it other than
execution. Execution is not strategy.
2: Reduce the power of the tools avaible to the player.Change or eliminate the focus mechanic, what is it supposed to be doing exactly anyway? Right now it is killing the building balance. Perhaps a better way to work it, if people msut simply have it would be to allow each planet to focus on one area and it would increase that production by 25% or maybe 33% (you would have to pay for the increased spending of course). That way you would need some actual production in that area for it to matter. This would kill 100% factories in one feel swoop and change little else about the game.
Change the way taxes work so the player cannot game them.
Change the way spending works so you have three independant sliders and no overall slider. This way they do not cannibalize each other production. Ideally you would also only want these to be only able to be changed slowly. This will prevent micromanagement and gaminess.
Fewer player management tools equals harder games and less micro, and more realism/ diversity in strategy.